- Sphere normals are wrong if you're inside the sphere
- MAYBE: Implement a general normal correction in Hit instead of re implementing the same code many times for each shape
- More configurable texture mapping for parametric shapes
- Azimuth/inclination offset for spheres
- Texture rotation for planes (allow user to specify basis vector rather than getOrthagonal or at least a rotation)
- BVH for meshes
- Texture mapping for meshes
- Should be easy now that I actually understand barycentric coordinates...
- Transform system w/ matrices